Continue cleanup refactoring in OpenGLRenderer.
Methods that still need refactoring:
- drawLines
- composeLayerRegion
Change-Id: If546641adf598d49c330988803667264fda50ac2
diff --git a/libs/hwui/OpenGLRenderer.h b/libs/hwui/OpenGLRenderer.h
index 5d8653d..c3c6ad6 100644
--- a/libs/hwui/OpenGLRenderer.h
+++ b/libs/hwui/OpenGLRenderer.h
@@ -279,73 +279,6 @@
bool ignoreScale = false, bool dirty = true);
/**
- * Prepares the renderer to draw the specified shadow. The active texture
- * unit must be 0 and the other units must be unbound.
- *
- * @param texture The shadow texture
- * @param x The x coordinate of the shadow
- * @param y The y coordinate of the shadow
- * @param mode The blending mode
- * @param alpha The alpha value
- * @param ignoreTransforms True if the coordinates are already in screen space
- */
- void setupShadow(const ShadowTexture* texture, float x, float y, SkXfermode::Mode mode,
- float alpha, bool ignoreTransforms = false);
-
- /**
- * Prepares the renderer to draw the specified Alpha8 texture as a rectangle.
- *
- * @param texture The texture to render with
- * @param textureUnit The texture unit to use, may be modified
- * @param x The x coordinate of the rectangle to draw
- * @param y The y coordinate of the rectangle to draw
- * @param r The red component of the color
- * @param g The green component of the color
- * @param b The blue component of the color
- * @param a The alpha component of the color
- * @param mode The blending mode
- * @param transforms True if the matrix passed to the shader should be multiplied
- * by the model-view matrix
- * @param applyFilters Whether or not to take color filters and
- * shaders into account
- */
- void setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, float x, float y,
- float r, float g, float b, float a, SkXfermode::Mode mode, bool transforms,
- bool applyFilters);
-
- /**
- * Prepares the renderer to draw the specified Alpha8 texture as a rectangle.
- *
- * @param texture The texture to render with
- * @param width The width of the texture
- * @param height The height of the texture
- * @param textureUnit The texture unit to use, may be modified
- * @param x The x coordinate of the rectangle to draw
- * @param y The y coordinate of the rectangle to draw
- * @param r The red component of the color
- * @param g The green component of the color
- * @param b The blue component of the color
- * @param a The alpha component of the color
- * @param mode The blending mode
- * @param transforms True if the matrix passed to the shader should be multiplied
- * by the model-view matrix
- * @param applyFilters Whether or not to take color filters and
- * shaders into account
- */
- void setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
- GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
- SkXfermode::Mode mode, bool transforms, bool applyFilters);
-
- /**
- * Same as above setupTextureAlpha8() but specifies the mesh's vertices
- * and texCoords pointers. The pointers become offsets when a VBO is bound.
- */
- void setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
- GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
- SkXfermode::Mode mode, bool transforms, bool applyFilters,
- GLvoid* vertices, GLvoid* texCoords, GLuint vbo = 0, bool ignoreTransform = false);
-
- /**
* Draws text underline and strike-through if needed.
*
* @param text The text to decor
@@ -430,6 +363,8 @@
void setupDrawWithTexture(bool isAlpha8 = false);
void setupDrawColor(int color);
void setupDrawColor(float r, float g, float b, float a);
+ void setupDrawAlpha8Color(int color, int alpha);
+ void setupDrawAlpha8Color(float r, float g, float b, float a);
void setupDrawShader();
void setupDrawColorFilter();
void setupDrawBlending(SkXfermode::Mode mode = SkXfermode::kSrcOver_Mode,
@@ -443,7 +378,7 @@
void setupDrawModelViewTranslate(float left, float top, float right, float bottom,
bool ignoreTransform = false);
void setupDrawColorUniforms();
- void setupDrawColorAlphaUniforms();
+ void setupDrawPureColorUniforms();
void setupDrawShaderUniforms(bool ignoreTransform = false);
void setupDrawColorFilterUniforms();
void setupDrawSimpleMesh();